Band of Rudders — A New World Awaits
Welcome Mithrog, our newest captain to set sail!
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Updates

Band of Rudders is in open beta and changing often — here’s what’s new, newest first.

v0.9.46 A clean slip from the Cove
  • Fixed a visibility bug where a fleet could light up to the cap on leaving the Haven even with empty holds, no prizes and no cargo. Stale smuggling-heat could linger — from a hold-row that had been emptied but kept its stolen mark, or a captured hull christened as your flagship that never shed its prize flag — and flare up on every departure. Your own flagship no longer counts as a prize, emptied holds no longer radiate heat, and existing residue is cleared.
v0.9.45 Guns from the Vault, aboard in a click
  • Your Cove Vault now arms ships directly: open the Guns tab, pick a docked ship, and Load to ship — the cannon go straight onto her gun-ports for no coin. The ship menu only lists hulls that can bear each calibre, so heavier guns are one click instead of a warehouse shuffle. You can still draw guns into a fleet’s hold to carry.
v0.9.44 Straight from the Vault
  • You can now arm a ship with cannon straight from your Cove Vault in one step — pick the calibre, choose Load from Vault, and they mount for no coin, exactly like arming from a warehouse. No more hauling guns out of the Vault to the quay first just to put them aboard. The armoury shows how many of each calibre your Vault holds.
v0.9.43 Muster the true count
  • Fixed a crew-counting bug that could let a ship show more skilled or veteran hands than her actual crew — after battle losses, for instance — which in turn let you discharge or transfer more than were aboard and drive her crew negative. Discharges and transfers now never remove more hands than a ship truly carries, and any ships whose tallies had drifted are reconciled.
v0.9.42 Lighter on her feet
  • Performance: sessions are now stored in the database instead of in memory, so the server no longer slowly fills its RAM as captains log in — the cause of the periodic slowdowns and restarts. You stay logged in across updates now, too.
  • The notifications feed is capped to your most recent few hundred entries and trimmed once to reclaim space, and the database is tuned to keep a lighter memory footprint.
v0.9.41 Papers, please
  • New defences against bulk signups: the articles now carry quiet checks that a script trips and a captain never notices, and there is a cap on how many accounts one connection may open in a day.
  • The leaderboards now list only captains who have verified their email — so unconfirmed accounts no longer pad the rolls.
v0.9.40 Done when the clock says done
  • Works on a timer — fort walls, barracks, warehouses and levels; bank raises; factories, and Sawmill/Textiles/Forge facilities — now finish the moment their timer runs out. They used to sit finished-on-the-clock but unapplied until the next world tick, so a build could read “done” and still not be yours for a while. The completion is now settled on the spot.
  • Tidied the release notes themselves: a few older entries were showing raw escape codes instead of dashes and apostrophes.
v0.9.39 Melt them where they lie
  • The Haven Blacksmith will now break down guns straight from your Cove vault, the same way he melts iron — pick the calibre, name a number, and they go in the crucible. No more loading captured cannon onto a hull just to have them stripped off again.
  • The forge’s scrap sources no longer vanish when empty: if your Vault holds no guns, the Blacksmith now says so and points you to it, instead of the option simply not appearing at all.
v0.9.38 A deeper hold, shown
  • A flagship fitted with Smuggler’s Hold now shows her true enlarged hold on the ship’s profile — the +25% is added into the total and broken out (e.g. “625 total — 500 base +125 Smuggler’s Hold”). The extra capacity always worked when loading cargo; it just wasn’t reflected in the figures.
v0.9.37 The garrison eats from the fort
  • Fixed crew being lost from ships sitting in a fort’s garrison when a captain’s purse ran short. Garrisoned hulls are provisioned by the fort’s own stores — they no longer draw personal crew wages, and their hands never desert over unpaid coin. Wage upkeep now applies only to your sailing and docked ships, as it should.
v0.9.36 Fresh watch, free hands
  • A region’s patrol log now clears incidents older than 8 ticks, so the watch on a water region’s page reflects recent activity rather than piling up old sightings forever.
  • Fixed the armory crew box on a full ship: you can now type the full number to Discharge even when the hold has no room to hire — before, the field snapped your entry down to zero because it only allowed as many as you could sign on.
v0.9.35 Sell from any hold
  • Fixed the port market when you have more than one fleet docked: selecting any fleet but the first now correctly shows its cargo and the Sell / Sell all controls. Before, the market read the holds of your first docked fleet no matter which one you’d picked — so a second fleet’s goods looked empty and the sell buttons went missing when operating from your current port.
v0.9.34 Two digs, one sea
  • You can run more than one treasure dig in the same waters — that always worked, but the region’s treasure panel showed only your first fleet, so a second fleet’s fresh chart looked like it wasn’t there. The “Dig with” selector now tags each fleet with what it’s doing (⛏ digging, 🗺 chart ready, idle), and calls out when another stationed fleet is holding a chart ready to start.
v0.9.33 Watch your wake
  • The Fleets underway table on the chart now shows each fleet’s visibility — a 👁 with her current level if she’s been spotted, or “dark” if she’s running silent — so you can see at a glance which of your fleets are lit up on enemy watch lists without opening each one.
v0.9.32 Charts found again
  • Fixed a treasure-hunt snag. A dig whose fleet was later disbanded, merged, or lost could stay stuck “in play” forever — counting against your maps in play while showing nothing to work, so the Back Room read “2/2” with no charts to dig and no way to buy more. Those orphaned digs are now cleared automatically, freeing the slot. The Back Room also lists your digs under way and turns each chart’s waters into a link, so you can always see what you hold and sail straight to it.
v0.9.31 A prouder crown
  • The realm pages got a facelift. A realm’s header is now a proper crown banner — its flag, name, and a clean row of stat pills (its monarch, citizen count, capital and Fleet Admiral) that read gracefully when a seat sits empty, instead of the cramped run-on line from before. Your standing shows renown and nobility in tidy stat blocks, and the treasury now leads with the crown’s gold in full.
v0.9.30 Banks stay put
  • Bank tabs hold their place. Setting pay, adding capital, offering loan terms, managing staff or branches — every form on the bank pages now returns you to the tab you were working on, instead of bouncing you back to the Overview each time.
v0.9.29 Crew Camp fix
  • Crew Camp fix. Recruiting or expanding the Crew Camp at your Cove could fail with a database error on older accounts — the same fault the Blacksmith had. Fixed, so every captain can raise their camp.
v0.9.28 No more market hopping
  • Relocating a company market now costs coin — and time. Moving a company’s home port or an outpost to another port is drawn from the coffers (half the market’s setup cost) and can’t be done again for about two days. Setting a home port for the first time, when there’s no market to move, is still free. This closes a loophole where a company could hop cheaply onto whatever source port was cheapest, sweep it, and skip on — a market is a commitment now, not a rover.
v0.9.27 Ground rent comes due
  • Industrial lots now pay rolling rent. A leased lot is no longer a one-and-done fee — the Governor’s lease is drawn from your purse each tick and paid into the port’s treasury. Keep coin on hand to hold your ground.
  • Miss the rent and lose the lot. Can’t cover a tick’s lease? You get a warning and four ticks’ grace; if it’s still unpaid, the lot is forfeit back to the port. Your Industry itself is never lost — every building, level and crate is preserved, and you can lease a new lot anywhere to pick up right where you left off. Governors still set the price.
  • Tidier market controls. On a company market’s management page, the Sell to port and Buy from port controls now sit cleanly on their own lines beneath the buy/sell price row, instead of crowding it.
v0.9.26 A banker’s wages, and books to match
  • Bankers get paid. A Banker can now take a cut of loan interest (up to 25%, skimmed to their purse as borrowers repay) and set an optional salary draw paid from the coffers each tick. Set both from the bank’s Overview — or leave them at zero and run the house for love of coin alone.
  • Managers earn commission. Appoint a captain to run a branch and set their commission (up to 15%) on the interest from loans they issue — paid from the coffers as those loans are repaid. It’s the same bargain a company’s managing agent strikes. Set each branch’s rate on the Branches tab.
  • The books are open. A new Ledger shows every coin the bank moves — interest earned, cuts and commissions paid, draws, defaults and level works. The Banker sees the whole bank’s books; a branch Manager sees their own branch’s ledger on its page.
  • Staff bank bigger. Serve a bank and your per-account deposit cap doubles at that bank — a perk of the house for those who keep it.
  • Raising a bank takes time. Levelling a bank is now a build, like enlarging an industrial works — from a few days at the low tiers up to a serious commitment at the top. The bank keeps taking deposits and lending throughout; the new capacity simply goes live when the works are done.
v0.9.25 Company markets buy from the quay
  • Buy from port. A company market can now buy goods in from its surrounding port, the mirror of selling to it. On the market management page, any good the port has in stock shows a Buy from port control beside its price row — the coin comes from the coffers, the goods land in the market’s stores, and the cost is booked to their basis so a later sale reckons profit properly. As with selling, sweeping a large stock moves the port price against you crate by crate. (Guns and small arms are still made, not bought from the quay.)
v0.9.24 The Banks open their doors
  • Banks have come to the Isles. A new kind of institution stands alongside companies and brethren — a chartered bank, run by its founding Banker. Any captain sworn to a realm can charter one for 500,000g and open its first branch where they stand. Find them all under the new Banks tab.
  • Safe coin, at last. Deposit your gold at a bank branch and it’s held safe — it can’t be plundered when you lose at sea, which is what a bank is for. Deposits are held per branch (one to a port), and you can bank up to the cap at each branch of a bank, so a well-branched house lets you store more.
  • Loans on set terms. Seek a loan at any branch: you name an amount, the Banker or their branch Manager sets the rate and term, and you choose whether to accept. Repay in installments or clear it early anytime — terms run in real days and interest ticks up steadily.
  • Banks lend to crowns and companies too. A Monarch can borrow for the realm’s treasury and a Director for a company’s coffers — these institutional loans sit in their own book, separate from lending to captains.
  • Branches and staff. A Banker raises the bank through eight levels — each lifting deposit caps, lending limits and the number of branches (up to six). Captains can apply to serve a bank, and the Banker appoints Branch Managers to run a branch’s loan desk.
  • A Banker’s powers. Managers and the Banker can freeze an account (barring deposits and withdrawals) and, on a defaulted loan, the coffers absorb the loss before the bank claws back what it can from the defaulter’s own deposits there. Fly the black flag and your bank is locked until you return to a realm — you keep it, but its doors stay barred.
  • Fly your flag. A Banker can give the bank its own emblem, shown across the Isles.
v0.9.23 Infamy earned, and tidier books
  • Infamy for the taking. A pirate’s name now grows with every hull she wins in a fight — +3 infamy for each ship taken as a prize, +1 for each sent to the bottom. It stacks with the infamy a clean smuggling run already earns, so raiding and running contraband both build your legend. (Crown captains earn their honours another way.)
  • Blacksmith fix. Hiring a blacksmith at the Cove could fail with a database error on older accounts — fixed, so every captain can raise their smith.
  • A tidier ledger. Every industry sale — planks, cannons, rope and the rest — now folds into a single Industry Goods Sold line in your ledger instead of a row per item. Want the detail? Each facility page carries its own ledger breaking sales down by item, alongside materials and labour costs.
  • An Industry ledger on every facility. The Forge, Sawmill and Textiles pages each show your Industry’s books, so you don’t have to jump back to the hub to check the coin.
  • Sell to port, tidied. On a company market’s management page, the “sell to port” control now sits on its own line beneath the buy/sell price row, instead of crowding it.
v0.9.22 The Industrial District takes shape
  • Two new facilities join the Forge. Your Industry now builds a Sawmill (cuts timber into planks and frames) and a Textiles works (spins hemp into rope and sailcloth) alongside the Forge — each built and levelled on its own, each a standing buyer of its raw good. The old Factory is now your Forge, and it keeps every gun and arm it always made, plus a new Nails and Fittings line.
  • Shipbuilding components. Six new goods a shipwright needs by the hundred — nails, fittings, planks, frames, rope and sailcloth. Each line has a staple (unlocked at once) and a finished good (unlocked at Level 2), so you can supply hulls from early on.
  • Sell to the Shipwright, or store. Every component line carries a simple toggle — sell each batch to the Shipwright for coin, or bank it in your warehouse to haul and sell yourself. Set each line’s pace too: run slow and cheap, or push the rate for volume at a higher labour cost.
  • Level for volume. Past Level 2, a facility doesn’t learn new products — it makes far more of what it already does. Each level lifts every line’s output ceiling (up to ~3.7× by Level 8) and trims the labour per unit, so a maxed works is a genuine industrial powerhouse.
  • Hemp. Silk is now Hemp — the fibre a sailing world actually runs on, for rope, canvas and the boarding cutlass’s grip.
  • A cleaner Industry throughout — the facility pages were rebuilt from the ground up to read at a glance.
v0.9.21 Colours and a clearer watch
  • Every crown flies her colours. Spanish, French and Dutch fleets now show their national flags in the watch list and everywhere else — no more placeholder marks.
  • A clearer watch. The region watch list now folds each captain into a single line with two dropdowns — Docked and In transit — so a crowded anchorage reads as a short roster instead of a wall of fleets. Pick a fleet from a dropdown to line her up in the Engage card, the same as before.
  • The Haven keeps her secrets. A fleet beached at the Haven no longer shows on the open-water region page — a hidden island stays hidden.
v0.9.20 Trim and true
  • Three fixes to keep the decks honest.
  • Careen a war-fitted fleet. A fleet packed with guns and crew — no spare hold — could no longer be careened at the Haven; the beach wrongly reported no fleet present. She careens now whatever she’s carrying.
  • A hull in the fitting-dock stays put. A flagship laid up for a fitting could be slipped back into a fleet and sailed off mid-work. Now she stays grounded until the fitting is done — the same as a dry-dock refit — and can’t be merged out to sea either.
  • One Discord link. The invite now lives only in the footer, on every screen — no more stray button crowding the top on mobile.
v0.9.19 A price on every head
  • The Admiralty Board. The crown’s new bounty office. Every raider the realm has branded WANTED now carries a price on her head — an auto-scaled bounty from her strength and her crimes — posted where any Navy captain can see it. Sink or capture her at sea and the bounty is yours, on top of the crown’s standing reward. Officers watch the board from the Admiralty tab at their Naval Yard; the Monarch and Fleet Admiral run it from the realm yard.
  • Raise the stakes. The crown can sink extra gold into a specific raider’s head from a dedicated Admiralty fund — the Monarch funds it from the realm treasury, the Fleet Admiral from his yard budget. A raised head price is paid to whoever brings her in.
  • The yard names its own arms contractor. The Fleet Admiral may appoint a company to supply the yard’s guns and small arms for commissions — separate from the port governor’s contract. A commissioned warship now draws her arms yard-contractor first, then the port’s, then the armoury.
  • A managing agent for the home market. The Director may now appoint a Managing Agent to run the company’s home market — prices, leases, orders and channels — just like an outpost, earning its commission. Left unnamed, the Director runs it herself as before.
  • The Director’s cut. The Director may take her own cut of each market’s trading profit — up to 5%, set per post across the home market and every outpost — paid on top of any managing agent’s commission. Her agents never see it.
  • Back from the depths. Sunk to nothing, not a single hull to your name? You won’t be stranded. Work the docks and you’ll earn passage on a humble cutter — with a little coin to trade — enough to limp to port and begin again. No captain is ever truly out.
  • A tidier company market. The market’s storage panel is redrawn — a clear capacity bar with free space and rent at a glance, and the post pills no longer crowd.
v0.9.18 The yard runs on real stores
  • The crown’s Naval Yard grows up: warships now cost more than gold, and the Fleet Admiral’s deck is far tidier.
  • Commissions draw on real stores. A warship no longer conjures her crew and guns from thin air. Her hands are drawn from the capital’s population, and her guns and small-arms come from the port’s contracted company if one holds the yard, else the armoury. If the capital hasn’t the people, or the stores can’t arm her, the commission is held until they can — the same rules every other captain lives by.
  • A tidier Naval Yard. The Admiral’s deck is reorganised into clear tabs — Squadrons and Garrisons — each led by a compact tally of the hulls in the pool. Forming squadrons, reinforcing them, garrisoning hulls, and recalling them all now use the same clean, ticked lists.
  • Ticked and grouped. Hulls are grouped by class when you form or reinforce a squadron, and by fort when you recall a garrison — with a tick-all on each group. Station or recall a whole class or a whole fort’s worth of hulls in one action, rather than one dropdown at a time.
v0.9.17 Sharper tools, tidier decks
  • A pass of fixes and polish over the new pirate works, plus a few comforts fleet-wide.
  • Forge, corrected. The Blacksmith’s scrap costs now read true per batch — a batch of ten sabers is 6 scrap, not sixty. Forge times are spelled out on his page: a light 12lb gun casts in 5 minutes, a 24lb in 20, and a heavy 32lb takes a full hour, same as any proper foundry. Bigger orders take proportionally longer, one job at a time.
  • A deeper Vault, a roomier Camp. The Cove Vault now holds far more (up to 25,000 at its deepest) — space for forged arms, gun-stock and plunder together. The Crew Camp’s berths grew too (up to 2,000), and the notoriety needed to expand it has been eased.
  • Bulk fleet orders. On the Fleets page, tick several fleets and pause or resume every selected trade route at once — no more opening each fleet in turn.
  • Comforts. The Discord link now rides in the footer beside Help, so it no longer crowds the top of the screen on mobile. Patrol incident reports read cleaner. And a few smaller nips and tucks about the Cove.
v0.9.16 The smith, the camp, and the black-hearted trade
  • A pirate’s Cove grows teeth. Two new works at the Haven let the Brethren arm and crew themselves, without ever bowing to an honest port — find them under the Cove.
  • The Blacksmith. Take him on (a heavy fee), then advance him through six levels. He forges what no crown quay will sell a pirate: cannon and hand-arms, cast from scrap — iron melted from your Vault, guns broken down off captured hulls or pulled from your warehouse — plus gold for his wage. Level him up for heavier metal (24lb, then 32lb) and finer arms, and at the top he refines his craft: less scrap per piece, a higher wage. Forged guns and arms drop to your Vault, where a new Small arms tab keeps them.
  • The Crew Camp. A permanent roster of forged-and-armed Skilled and Veteran hands kept in reserve at your Cove — yours for good, even if you strike your colours and return to the black later. Recruiting them spends your notoriety (a feared name draws hard cases), and draws their arms from your Vault; drawing them onto a ship afterward is free, and you can send them back to the camp rather than lose them. Expand the camp through paid tiers, each gated behind the infamy your name has earned.
  • No more free iron. The Haven no longer hands out endless 12lb guns — a pirate now arms from what they forge, plunder, or keep in a warehouse. The outlaw’s road is self-made.
v0.9.15 A privateer’s longer reach
  • Privateers can now bank up to 4 Hunt points, the same store a pirate keeps (they still gather at 1 a tick). No more losing points to a full charge while you wait for the right quarry.
  • The cut-out — slipping a small dark fleet alongside an enemy convoy to snatch her straggler — is now spelled out for privateers, who’ve always been able to pull one off. Look for it in the privateer’s articles and the combat handbook.
  • Freshened the Captain’s Handbook: clearer notes on the cut-out, and a plain account of how every career gets rid of a captured prize — pirates fence her, navy and privateers condemn her at the Prize Court, merchants and the unaligned sell her at a shipwright, and any captain at all can scuttle one they can’t use.
v0.9.14 No prize left aboard
  • Merchants and unaligned captains can now be rid of a captured prize. Without a Fence or a Prize Court to take her to, a prize used to be stuck in your fleet for good — now any shipwright will buy her off your hands. As an unlicensed seller she goes for a discount off the usual resale price, and the port takes its ship-sales tax, but she’s off your books and out of your fleet. Find the option on the prize’s Scuttle tab.
  • And if you’d sooner just be rid of her, any captain can now scuttle a prize — sink her where she lies for nothing. A clean escape from a hull you can’t crew, sell, or haul home.
v0.9.13 A call to the vote
  • A “new” marker now appears on the vote tab whenever there’s an open vote you haven’t cast — on a company’s Votes tab, a brethren’s Overview, and a realm’s Laws tab. The mark clears once you’ve cast your ballot, so you can tell at a glance when a motion is waiting on you.
v0.9.12 Order on deck
  • The Fleets list can now be sorted. Tap a sort option above your fleets to order them by name (A–Z or Z–A), today’s profit (highest or lowest), or guns (most or least) — tap the same option again to flip the direction. “Default” restores the original order, and it works alongside the search box.
v0.9.11 The crown moves house
  • When a realm loses its capital, a new one is now chosen automatically from whatever ports the realm still holds — defaulting to its most populous — so the crown keeps its Naval Yard, dry-dock, and prize court without waiting on the monarch. A realm only goes without a capital if it has been driven from every last port.
v0.9.10 Powder and post
  • Fixed forts being unable to buy guns from a company’s market — it would wrongly report the company kept no market at the port, even while the same company sold goods to the fort just fine. Forts can now buy cannon from a company posted at their port as intended, paying from the fort’s coffers.
  • Warehouses now keep small arms in their own tab, alongside Goods and Guns. Cutlasses, sabers, muskets, and pistols no longer clutter your goods list — they have their own shelf.
  • The Realms forum now shows the same gold “new” marker on freshly-updated topics that the other forums use, instead of plain text.
v0.9.9 From your own stores
  • You can now arm a ship from your own warehouse at a port, not just buy fresh from the armoury. When you hold cannon in a warehouse there, the gun line shows an Arm from choice: mount guns you already own for no coin (they fill her gun-ports first, any extras stow as freight), or buy new from the port as before. The gun line also shows how many of each calibre sit in your warehouse — mirroring the long-standing option to arm new crew from your own stores.
  • The Armory now tells you why an order fills short. Signing on crew or buying guns has always been capped by what the port can supply — spare hands in town, arms on the rack, guns in stock, and room aboard — but a short fill used to happen silently. Now a partial order names what ran low and notes the rest come available as the port recovers.
  • A small change of title: the commoner rank once called Gentleman is now Gentry, a neutral name for the same standing. Nothing about the rank itself changes.
v0.9.8 All hands across
  • Fixed moving crew ship-to-ship transferring only a handful at a time. When the receiving ship was a warship already carrying her guns and a near-full crew, the transfer wrongly counted the hold she keeps in reserve for her own crew as unavailable — so asking to move 25 or 30 hands would send across only a trickle. Now crew can fill that reserved space the way they’re meant to, and the full number you enter moves in one go (as far as the receiving hull has room).
v0.9.7 A tighter ship
  • Fixed a hold-space quirk when arming a warship. Mounting guns before signing on crew used to wrongly shrink how many hands you could hire — a frigate with a full battery would only let you take on a fraction of the crew she had room for. Now the order doesn’t matter: whether you load guns or crew first, a hull offers the same berths (her whole hold, less what the guns and cargo take). A fully-gunned frigate can once again be fully crewed in one go.
  • “Arm all” at the Armory now fills only a ship’s empty gun-ports and no longer packs spare cannon into the cargo hold. It tops up the battery and leaves your hold free — add freight guns by hand if you want them.
  • Fixed the fleet Merge action throwing “Fleet does not exist.” Bringing one co-located fleet into another now works from either merge button.
  • The Water Region watch now correctly states that rival fleets are spotted at a visibility of 4 or more (not 1), and notes that a flagship with a Masthead Watch spots a quarry from further off.
  • The market’s “Sell all” button no longer goes missing when you pick your second or third docked fleet, and the fleet picker now shows each fleet’s code the way the ship picker does.
  • When hiring crew and arming them from your own warehouse, the “how many can be hired” figure now counts your warehouse stock instead of the port’s rack — so a well-stocked captain can sign on a full complement in one go rather than being capped at whatever the port happened to hold.
v0.9.6 A word with the fixer
  • A new face haunts the back tables of the Haven tavern — the Fixer, for those who fly the black flag. Anger a crown and their hostility toward you climbs; cross the line and they bar their ports and set their Navy on you. For a steep, purse-emptying fee, the Fixer makes a crown simply forget you — cooling that bad blood to nothing and striking any bounty off the books, so their harbours open to you again. One crown at a time; the price climbs sharply with how badly you’ve wronged them. He buries the grudge, but he doesn’t make you a saint — raid that crown again and it all comes back, dearer than before. A quiet way for a rich rover to buy back a life at a friendly quay, and a fine way to be parted from a heavy purse.
v0.9.5 What fills the hold
  • Clearer word from the quartermaster when a ship won’t take on more crew. A hull’s hold is shared — crew, cargo, and mounted guns all draw from the same space (each gun takes the room of two men). So a fully-gunned ship can run out of berths for crew even with an empty cargo hold. Before, the notice only mentioned cargo, which was baffling when there was none; now it names the real culprit — telling you how many slots the guns are taking and that unmounting a few makes room for more crew.
v0.9.4 The flag she keeps
  • A captain who lays down the marque or the black flag to trade or serve the navy now keeps sight of the flagship she earned. Her ship page shows the Bridge — her officers, their ranks, their standing — and they still season with every fight she leads. What she can’t do is alter the ship, take on new officers, or promote them, and she can’t christen a fresh flagship unless she takes up a marque or the black flag again. And if that flagship is ever lost, she is lost for good. A cherished ship, carried into a quieter life.
  • Officers now only season when the flagship herself is in the fight. The bridge sails with the flag — send a fleet to battle without her aboard and her officers neither gain nor risk anything, the same rule that already governed whether they could fall.
  • The little “new” marker that flags unread topics now shows in realm, company, and Brethren forums too, the way the main forum has always done — so you can see at a glance where fresh talk has stirred.
v0.9.3 The price of powder
  • War now costs coin to wage. The crown that first declares lays out a war chest of 250,000g from the treasury, then 50,000g each tick to keep the war lit. A realm that is declared upon may answer for free — no chest, no upkeep — so the aggressor carries the cost of the war they started. If a treasury can no longer meet the upkeep, that crown’s declaration lapses and its harbours reopen; and if the other side still wants the fight, the upkeep passes to them — whoever keeps a war alive pays for it. Stand down by choice and the same handover applies.
  • Laying a siege now costs 75,000g to mount — drawn from a crown’s naval yard budget, or from a pirate’s own purse. Quick raids stay free. It is kept deliberately modest, since a siege already risks ships. All of this coin is spent, not paid to your enemy — the cost of powder, provisions and men.
  • Fixed: raising a fort’s walls sometimes threw a harmless error on the confirmation even though the masons were already at work. The walls always built; now the notice reads cleanly too.
v0.9.2 A lighter hold runs quieter
  • Stolen cargo now draws far fewer eyes. The heat a hot hold radiates has been eased to one point of visibility per 75 units of plunder, up from every 30 — so hauling a fat prize home no longer lights you up like a bonfire. A big galleon score that used to spike you toward a third of full visibility now sits comfortably above the spotted line instead: still trackable if a rival or patrol is watching, but a far more survivable run back to a friendly quay. The flat heat for the attack itself, and the small mark a captured prize hull carries, are unchanged.
v0.9.1 A way back from the black flag
  • There is now a way off the account. A pirate can take a crown’s pardon and enlist — keeping their flagship and officers — so long as that crown isn’t actively hunting them. You cannot buy your way into a realm you’re an enemy of the state of; let the hostility cool first. The pardon costs reparations to that crown’s treasury, climbing with how badly you angered them — a nearly-clean rover pays little, a notorious one pays dear. Take the King’s coin and point your guns at his enemies; or when the wars run dry, strike the marque and sail free again.
  • Changing your flag now rests for 10 days between changes, down from 30 — so when a fresh war breaks out you’re freer to pick a side. Everything a flag change already costs you — your commission or marque, any throne, port office or council seat, hulls you’re no longer entitled to — is unchanged; only the wait is shorter. (Your first change after joining is still free.)
v0.9.0 A privateer names her flagship
  • The flagship — a named ship you keep across a whole career, and the deck your officers sail — is no longer the Brethren’s alone. Any captain flying a Letter of Marque can now christen one at their Commission (their crown’s Naval Yard), open her officer Bridge, and work her in the dry-dock, just as a pirate does at the Cove. She stays with you across a change of trade.
  • A privateer’s flagship bears her own bespoke fittings — the crown’s pirate-hunter set, distinct from the Brethren’s. One fitting apiece across five slots: Cabin, Figurehead, Deck, Helm and Legend. Where a pirate’s flagship terrorizes and plunders, a privateer’s is built to see what hides, catch what runs, and break a raider.
  • A few of the sharpest: Masthead Watch — a marked or enemy hull running dark can’t hide from her; her lookouts halve their stealth, so she can’t be quietly ambushed. Chain Shot — a called shot into the rigging cripples a fleeing prize and, wallowing, she takes your fire far worse. Grapnel Guns — a ship trying to break off and run can barely disengage. Studding Sails — extra canvas to run a fleeing ship down. Crown’s Bounty — condemned prizes pay richer at the court.
  • Her anti-raider fittings bite a legitimate target only — a pirate, a captain WANTED by your realm, an enemy of your state, or a hull whose crown is at war with yours. Against a neutral merchant they lie quiet. So the crown set stays useful in a nation’s war, not only against the Cove.
  • Crown ports gained supply-chain reach: a fort can now sell its surplus into a company market at its port (guns excepted), the mirror of buying from one — paid from the company’s coffers into the fort’s gold, when the company opens its fort channel.
  • A fort’s garrison now trains up a ladder. Regulars muster from the port’s people; season a Regular into a Grenadier, and a Grenadier into a Marine — each promotion drawing arms from the port’s stores and costing the tier below, so a stronger garrison is built, not simply bought. Higher barracks unlock the higher ranks.
  • A factory line can now feed a company market as its own supply channel, alongside the port, the Armory and your warehouse. Close that channel and any lines feeding it are redirected home and their owners told, so nothing quietly piles up unsold.
  • The Realms link now opens straight to your own realm, with a Show all realms path to the full directory. New posts on a realm’s forum raise a small New pill on the board and its sub-forums, so you can see at a glance where talk has stirred.
  • Fixes: the market fleet selector now sticks to the fleet you pick instead of snapping back to the first — and the buy/sell controls act on that fleet, as they should. The Armory’s free-hold figure no longer counts space a refit has taken away.
v0.8.25 One more sail
  • Pirates and privateers may now keep up to 4 fleets, raised from 3 — one more command to fill however your game calls for it: another hunting pack, a trade runner, a home-waters guard. Nothing else about how fleets work has changed. This is a deliberately small step: fleet reach touches raiding, trade, and how the seas feel to everyone sailing them, so we’d rather ease the lever open a notch and watch than throw it wide and have to rein it back later.
v0.8.24 News from the docks
  • Every crown port now keeps a Local Tavern — a board of dockside gossip about what has stirred nearby waters over the last day. A sea battle in the region turns up as flags glimpsed, never names; a smuggler caught by the customs, a captain risen in rank in your own realm. News travels slow: it surfaces about half an hour after the fact and fades within a day, so read it as the mood of the coast — is this stretch quiet, or has it been loud with guns? A hushed board is its own kind of news.
  • The shroud hides your colours, not your cannon. A fight always reaches the gossip, but a fleet that was running dark when the shots flew shows no flag — "guns heard off the coast, but no colours seen." Run dark and the docks know something happened out there, never who.
  • Pirates can now lock coin away in the Cove Vault at the Haven. Stashed gold is safe — no prize crew can skim it when you’re beaten at sea; only what you carry on your person is at risk. The hold grows as you deepen the Vault. Bank your plunder between raids and sail out with only what you’re willing to lose.
  • The Prize Court is now open to naval officers, not just privateers. Bring a prize to your crown’s Naval Yard and either condemn her for coin or commission her into your own service and sail her yourself. A navy crew is on the crown’s payroll, so — unlike a privateer’s — they take no share of the prize; the whole balance after the crown’s cut is yours. A prize can be handled straight from her docked fleet, no need to pull her out first.
  • When two realms are truly at war — both crowns having declared — the old one-ship-per-fight loss limit is lifted: a lopsided battle can now cost the loser more than a single hull. The same goes inside a siege, blockade, or raid. Skirmishes short of open war still spare all but one ship, as before.
  • Fixed: at a company outpost market, the load-to warehouse/fleet/ship controls no longer bounce you back to the company’s home market — they stay on the outpost you’re trading at.
v0.8.23 The agent takes the helm
  • A Managing Agent now truly runs their outpost. Where before the post’s agent only drew the commission, they now set its prices, its storage lease, and its market access — all from a new Manage tab scoped to their post alone. The Director still sets the agent’s commission and runs the rest of the company; the agent minds the shop.
  • Market access is now set per post. Each market — the home and every outpost — opens or shuts its own three channels (walk-in captains, the port contract, the fort) independently, so an outpost feeding a local fort or port contract can bar walk-ins without touching trade at the home market. Existing settings carry over unchanged.
v0.8.22 Fence her where she lies
  • A prize taken in battle can now be fenced or re-flagged straight from her fleet at the Haven — no need to run dark and pull her out first. Bring the fleet in, sell her for coin (the crew take their cut) or pay to re-flag her clean, and she leaves the fleet in the same act. Your fleet keeps its visibility — you got away with the loot, but the guns you fired still echo. Ships you built or bought are untouched: only prizes change hands here.
  • A prize can no longer be cast loose by hand — her only way out of a fleet is the Fence, for coin or for fresh colours. No more stripping stolen hulls into the yard to dodge the reckoning.
v0.8.21 Mark the ground
  • On a Dead Man’s Hoard hunt, the ground your shore party has already searched is now marked — a green tick on every spot they’ve stood and combed, set apart from the fainter marks of country merely sighted from afar. Pick a hunt back up hours later and you’ll see at a glance where you’ve been and what’s left to march, instead of guessing where you started. March back over old ground and the spot reads already searched, so no step is wasted.
v0.8.20 The company outposts
  • A chartered company is no longer tied to a single market. Beyond its home market, a Director may now found up to three outposts at other ports — each a full trading post with its own stock and its own prices. Walk up to any port where a company keeps a post and its Market tab shows that port’s market, not the home one, with a switcher to glance at the others from afar.
  • Founding an outpost is a petition to the Crown. The fee — an escalating licence of 2.5M / 5M / 10M for your first, second and third, plus a flat 1.5M setup each — is drawn from the coffers and held until the port’s Monarch grants assent. Refused, it is refunded in full; a port with no seated Monarch (or one you rule yourself) opens at once. An outpost can be re-sited to another port later — free, though its new realm’s Monarch must assent afresh.
  • Each outpost can be run by a Managing Agent — a voting shareholder who is a Merchant Guild member. The Director runs the home market and covers any outpost left without an agent. A market’s agent earns a commission on its trading profit (the margin above what its stock cost to buy in, never the raw takings), set by the Director anywhere from 0% to 25% and 0% by default — the rest stays in the coffers. Leaving the company or the Guild forfeits the posting.
  • All of it runs from Manage → Market: a post switcher, per-post pricing and storage, the founding and re-siting controls, and each outpost’s agent and commission. A Monarch sees any petition in their realm on the company’s page, to grant or refuse.
v0.8.19 The great manufactory
  • A factory can now climb past Level 3 all the way to Level 8. The new tiers unlock no new recipes — they scale output: each level lifts every line’s maximum production rate by another 20% (to +100% at Level 8), and from Level 5 they raise the 32-pounder ceiling — the heaviest gun — from 1/hr up through 2×, 3×, 4× and 5× per hour.
  • These tiers are permanent and deliberately steep: 3M / 5M / 8M / 12M / 17M gold to reach Levels 4 through 8, and the wrights take longer to raise each (about 9 to 21 days). A maxed works turns out double the guns and small-arms of a Level 3 yard, and five 32-pounders an hour.
v0.8.18 Bring your own hulls
  • A squadron’s officer can now fold their own ships into her — the same way a company member adds hulls to a company fleet. Add a personal hull from the squadron’s Fleet page and she sails alongside the crown’s. She stays yours, and sails back to you when the squadron is recalled, while the crown’s own hulls pool at the yard.
  • A squadron’s make-up is otherwise the crown’s: you can add your own hulls, but you can’t pull ships out by hand or dissolve her, and crown ships only join and leave through the yard.
v0.8.17 Reinforce the squadron
  • A crown squadron is no longer fixed at forming. While she lies at the home yard, the Monarch or Fleet Admiral can reinforce her with more hulls from the pool — commission the hulls, and when the squadron is home at the capital, add them to her under her officer from the yard’s new Reinforce a squadron panel. Her name still stays fixed once formed.
  • A squadron can only take on hulls at the home yard — one out at sea must be recalled first.
v0.8.16 Opening the Bilge
  • The crew can now open a forum category to the whole fleet. Categories on the official boards have always been crew-only for starting topics — now each one carries a lock the crew can lift: unlock a category and any captain may open a topic in it, lock it again and it’s back to crew-only. Replies were always open to everyone and stay that way.
  • Every category shows where it stands — a 🔓 open badge on the board list and an “any captain may open a topic” line at its head — so it’s clear at a glance where you can start a thread. The crew flip the lock from the category page itself. New categories start crew-only until opened.
v0.8.15 The armoury contract
  • A port can now put its armoury out to contract. A Governor — or a fort’s Commander, for its own walls — may name a chartered company as the port’s supplier of guns and small arms. Once named, every captain who hires trained crew or mounts guns there draws them from that company’s stores at the price it posts: the company banks the sale, the port skims 15% into its treasury, and crew wages still land in the treasury as before. Common hands draw their cutlass from the contractor too, and allegiance discounts still apply at the armoury — the crown simply funds them out of its own cut.
  • Set it from the Governor’s office, where the Buy orders tab is now a supply switch: Open market — post buy orders and price the armoury yourself, pocketing the spread — or Contractor. While a contractor holds the port, your buy orders and arm & gun prices pause (your wages stay yours to set, and nothing is lost), and the whole armoury falls back to the port’s own stock the instant the contractor runs dry.
  • For company Directors, a market gains a Market access panel — shut any of three channels on its own: walk-in captains (and their trade routes), a port contract, or the local fort. A company committed to a fort or a port can now bar walk-ins so its stock isn’t drained out from under the contract, while the fort and the port keep drawing as normal. Buying goods in through your buy orders is never affected.
  • A fort that names a contractor now restocks itself. Each tick it quietly tops up the iron, powder and grain its guns and soldiers burn, buying from its contractor and paying out of the fort’s own gold — so a well-funded fort beside a well-stocked company keeps its walls fed and its garrison billeted without the Commander lifting a finger.
  • And when you hire crew, a new Arm from choice lets you equip them from your own warehouse at the port instead of the port’s supply — you bring the steel, so you pay only their wages. Handy if you’ve been stockpiling sabers and muskets of your own.
  • Also: a tidier company trading floor — a single, cleaner storefront counter with one quantity field for buy and sell, and the port page now shows a company’s market in one gold strip. And a black-market fix — infamy now accrues by the 1,000g of proceeds rather than rounding up on every sale, so splitting a haul into scraps no longer farms notoriety.
v0.8.14 Company trade routes
  • An auto trade route can now buy from and sell to a company market, not just the port. On each stop, alongside the market and warehouse options, you’ll find Buy from a company and Sell to a company — pick the company keeping a market at that port and the leg trades at the price it posts. So a fleet can haul a company’s iron out to a hungry port, or run a port’s grain back to a company that’s buying — buy from a company and sell to the market, buy from the market and sell to a company, or run company-to-company across stops. Each leg is capped by the company’s stock, its coffers and its storage, and settles straight into (or out of) the company’s books.
v0.8.13 The fort quartermaster
  • A fort can now buy from the company markets at its own port, not just the port armoury. On the fort’s Build tab, guns bought from a company mount straight to the walls at the price that company posts; on the Warehouse tab, other goods — powder, iron, timber and the rest — flow into the fort stores. Every purchase is paid from the fort’s own gold into the company’s coffers, so a well-supplied company beside a friendly fort now has a standing customer.
v0.8.12 Guns leave the foundry
  • A cannon line no longer piles its finished guns in some bottomless holding pen — every gun a foundry turns out now goes somewhere the moment it’s made. On each cannon line you pick where: store it in your warehouse at the foundry’s port, sell it to the port Armory, or sell it into a company’s market at the price that company posts, paid from its coffers. Whatever a buyer won’t take that tick falls back into your warehouse rather than vanishing.
  • Because guns now need a real place to land, storage governs the line: when there’s nowhere to put the next gun — warehouse full and no buyer taking any — the line pauses instead of manufacturing into thin air, and the iron and powder for that gun stay in your stores until room frees. Small-arms lines are unchanged.
v0.8.11 The company counting-house
  • A chartered company can now keep a public market, open to every captain and not just its own directors. Where the old Market tab used to sit you will find a proper trading counter: the company sells goods from its stores at the price it posts, and buys them in against its coffers. Say where your trade lands or leaves from — a warehouse at the port or a docked ship — pick the good, name a quantity, and deal. Guns trade here too. You must be at the market home port with a warehouse or a fleet in the road to strike a bargain; from further off you can still read its prices.
  • For directors, all the counting-house paperwork — buying the market, leasing its storage, and setting buy and sale prices — has moved into the Manage tab under its own Market sub-tab, tidied away from the public floor.
  • Company outposts — coming soon.
v0.8.10 Guns struck below
  • Guns are no longer welded to the hull — a cannon is now freight like any other. You can carry loose guns in the hold, stockpile them in a warehouse, shift them ship-to-ship, and they ride as plunder when a laden hull is taken. Only mounted guns fire; the rest sit below as cargo. Fit and strike them right on deck — anywhere, even at sea — from a new Guns tab on every ship: run loose guns out into your gun-ports, or strike mounted ones below into the hold. That last is also how you strip a captured prize — she keeps her guns mounted until you dismount them yourself. A stowed gun and a mounted one weigh exactly the same, so moving iron between deck and hold never changes how she sits in the water.
  • At a port Armory, arming works as before — guns fill your gun-ports first — but any extras now stow in the hold rather than being turned away, so you can lay in a reserve or run a cargo of ordnance out to a fleet that needs it. Heavier iron takes more room below: a 12- or 24-pounder fills two of hold, a 32-pounder fills three. Guns stay off the open market — the Armory and the Industrial District remain their only source.
v0.8.9 No quiet vanishing
  • A fleet still showing on the water can no longer be dissolved — a lit fleet can’t simply vanish to slip a hunt or shake a patrol’s mark. Lie her up in port and let her heat bleed off to nothing first, then stand her down. The Dissolve control on the fleet page now says as much while she’s still visible.
v0.8.8 Cut from the convoy
  • Pirates and privateers can now cut a ship out of a convoy — slip a small raiding fleet (three hulls or fewer) alongside a larger enemy convoy (five ships or more), snatch her straggler (the slowest hull, most often the fattest laden merchant), and run — while the rest of the convoy holds formation and sails on. A modest loss for the merchant, a clean payday for you, and no pitched fleet battle required. It’s a shadow strike: your raider must be running dark — if you’ve been spotted, the convoy sees you coming and closes ranks, so slip in unseen. Coming in from the dark, only a hull or two of her escort can turn to answer in time. Take the prize as you please: tow her home with her cargo, or strip and scuttle for a quick getaway. And if the escort that does answer badly outguns you, your raiders break off rather than throw themselves away — with a good chance of slipping clean away. You’ll find it on the region page, just below Engage.
  • Fixed: the “fattest cargo first” targeting order now truly aims for the laden hulls — it had been quietly falling back to weakest-first.
v0.8.7 The Brethren’s own
  • A fort at a pirate-held port now reads and works in the Republic’s own terms, not a crown’s. Its gold is funded from the Brethren Coffers — a Pirate Lord sends it across from the Lord’s Cabin — instead of a Fleet Admiral’s yard budget, and every message that once pointed you at the Admiral now points you at the Coffers. The command chrome that never fit a free port is gone with it: no Commander, no naval Admiral, and no crown squadron to garrison (that tab is dropped entirely at a pirate hold). Any Pirate Lord present raises her walls and guns directly, and — as ever — the town itself musters to defend her when she’s stormed.
v0.8.6 By calibre and grade
  • Moving crew or guns ship-to-ship on the fleet page now lets you choose exactly what you shift. Pick the grade of crew — common, skilled, or veteran — so you can man a fresh prize with raw hands and keep your veterans where they matter; and pick the calibre of gun — 12lb, 24lb, or 32lb — with each hull’s limits honoured (a cutter still won’t bear a 24, and only frigates and larger take a 32). The calibre and grade tallies now travel with the guns and hands exactly as they move between ships.
v0.8.5 Laid up at the Haven
  • Leaving the Brethren no longer casts your flagship adrift. Change your flag or renounce it, and she’s recalled to the Haven and berthed there — kept for you, not sold and not seized, whatever hull she is. None but the Brethren can raise the Cove, so she rides quietly at anchor, beyond reach, while you fly other colours — then she’s waiting, still yours, the day you fly the black again.
v0.8.4 A quieter prize
  • Taking a prize now lands you with far less heat. Firing on a captain already lights you to the spotted line, so a captured hull under tow no longer piles a mountain on top of it — a small prize barely registers, a galleon now draws no more eyes than a frigate, and only the great hulls (an East Indiaman or a Ship of the Line) still make you truly conspicuous. And as a one-time courtesy for this quick release, every fleet starts from a clean slate — all visibility dropped to nothing, so no captain is left carrying the old, steeper heat into the new numbers.
v0.8.3 Cool right down
  • A trade route set to lie up when blown now lets you choose how cool she must run before she sails on. Set a resume visibility on the route: leave it at 0 and she casts off the moment she’s no longer blown, as before — or set something like 15 and she’ll sit tight in port until her heat falls that far, so she puts to sea with room to spare instead of lighting straight back up on the very next departure. By request from the yards.
v0.8.2 Whose hold?
  • The Vault now lets you choose which fleet you stow from or draw to when you have more than one riding at anchor in the Haven. A Working fleet picker — the same as the market’s warehouse selector — sets whose holds you’re loading and unloading; with a single fleet in port it works exactly as before. By request from the yards.
v0.8.1 Spot the prize
  • Prizes and hot cargo now show at a glance. A hull you took in battle flies a ⚑ prize tag wherever she’s listed — so you know which to fence or re-flag at the Cove — and any ship whose hold carries plundered goods shows a ♨ hot tag. On the fleets list, a fleet running prizes or hot cargo wears the same marks at fleet level; open her and you see exactly which hulls, and it’s all on each ship’s own page too. By request from the yards.
v0.8.0 X marks the spot
  • Treasure hunting comes to the isles. A new Back Room — off the Haven for pirates, the Commission for privateers — sells Buried Charts, each marking a hoard on a wild, uninhabited isle. Sail a fleet to its waters, land a shore party of 40+ crew, and search the isle square by square across a map of the isle — the same way a fleet crosses the water — until your crew strikes the cache. The dead keep only a light watch over a buried chart, an easy fight, then you dig up a clean haul of gold and luxury goods. Keep up to two charts in play at once, and take more as plunder. Pirates & privateers only.
  • Dead Man’s Hoards. A dig may turn up a rumour of something greater. Survey the waters to run down the isle, then hunt the cache across a fog-shrouded map of the isle — and when you strike it, storm the dead guardians dug in on the ground in a land battle before you can dig. Your bridge earns its keep ashore: a Sailing Master quickens the search, a Boatswain leads the assault, a Surgeon brings more of the party home. Crew lost ashore is lost for good.
  • Legendaries & the Cabinet. Hoards chain upward to Legendary Reckonings — richer hauls, fiercer guardians — and the great hoards give up relics. Six to find, in two grades, each a rendered trophy kept for good in your new Cabinet, shown on your profile for all to see. Slot up to two as trinkets for a standing edge — more gold, faster searches, or a fiercer landing — and two legendaries together form the Drowned Court set.
  • Curses. Not every hoard rests easy: a curse may toll the gold, or rot the goods to salt — though never the relic. A Quartermaster ashore, or the Drowned Court set, holds the worst of it at bay.
  • The contest. The moment a crew starts digging a Hoard or Legendary, the dig is broadcast for every hunter to see. Sail to those waters and raid the dig — a land battle for the ground. Win and you seize the hole and its haul mid-dig; lose and you’re thrown back bloodied. Buried digs stay private; only the great hoards draw a crowd.
  • Tabbed waters. Each water region’s page splits in two: a Fleets tab (watch, engage, hunt, patrol, take up station) and a Treasure Hunt tab — pick a fleet, survey rumours, land parties, work the search grid, and raid rival digs, all in one place.
v0.7.10 Keep the prize
  • A captured hull no longer has to be sold. At the Cove Fence, take a prize out of its fleet and you can now re-flag her — forged papers and fresh colours for a fraction of her worth — and she joins your fleet as an ordinary hull you own, clean of the prize-heat that used to light you up every time you sailed. Fence her for coin, or pay to keep her: that captured frigate or fat East Indiaman is yours to command.
  • Reworded the Vault to match how it works now — it no longer launders what you stow. Goods keep their stolen mark, so you can stockpile contraband and run it out later when the patrols thin.
v0.7.9 Lost your password?
  • You can now reset a forgotten password. There’s a “Forgot your password?” link on the log-in page — give it your email or captain name and it sends a reset link to your account’s email. The link lasts an hour and lets you set a new password.
  • Already logged in and just want to change it? Profile → Settings now has a Change password option.
v0.7.8 Back under sail
  • Fixed: a bug was stopping fleets from weighing anchor at a crown’s port — both manual voyages and automated trade routes would refuse to sail and report an error instead of getting under way. Every fleet sails again; any trade route that stalled on it will pick up where she left off once you resume her.
  • Also in this pass: the market and wharf are tidied into proper tabs (Market · Sell from ship · Black market, and Shipwright · Crew & Guns), each keeping you on its own tab as you work; the ship’s profile is tabbed to match, with a captain’s officers on their own tab; and your flagship now shows her portrait on the profile and at the Cove.
v0.7.7 The black market
  • A pirate can now run stolen cargo for real coin. Every crown’s port hides a black market — seen only by those who fly the black — that buys plundered goods at 350% of their worth, better than double what the Fence pays at the Cove. But a clean run is never certain: every sale risks a customs inspection, and if you’re caught they seize about half the run and fine you — the deal collapses and you slink off with the rest. No wanted brand; just a bad day at the quay.
  • Hot goods light you up. Stolen cargo and captured prizes under tow now radiate heat — you flare when the plunder comes into the open (slipping out of port, or taking it at sea) and must sail that heat off before you can slip into a customs house clean. Reckon a point of heat per 30 units of stolen cargo, and a captured hull lights you by her size — a sloop barely, a Ship of the Line like a bonfire. Take a fat prize and you’re conspicuous: sail her home. And you can’t wait the excise-men out — a laden hull tied up at a foreign quay won’t cool; only the open sea and your own Cove will bleed the heat away.
  • Arrive dark and the customs barely glance at you; arrive hot and they’re already waiting. Inspection odds climb with your visibility as you put in, and with how badly that crown already wants you. Sail lean, sail cool, sell clean.
  • The Cove Vault no longer launders what you stow — goods keep their stolen mark, so you can stockpile contraband and run it later when the patrols thin out. To hold a proper haul, every Vault level now stores 2,000 units (up from 1,000) — a full dig holds 10,000. Captured hulls still fence only at the Cove; they’re far too hot to sell under a crown’s nose.
v0.7.6 War Room & the dry-dock
  • War Room now drills your whole fleet, not just the flagship. While she leads, every consort fights as though her crew were a full grade sharper — keener gunnery and fiercer boarders across every hull, scaled per ship and never past her real complement. A proper reason to sail her at the head of a squadron.
  • The Cove dry-dock fits one refit at a time: a hull up in the dock finishing a fitting can’t begin the next until she comes out. Lay her up, let the work finish, then fit the next — repeat until she’s the ship you want.
v0.7.5 Lie up when blown
  • Auto-trade routes gain a lie up when blown option — on by default. A route fleet that crosses into the blown danger band now holds at her current port and cools off before sailing the next leg, instead of crossing the open sea slow, frozen at max visibility, and easy to run down. Once she’s run dark again she sails on by herself. Uncheck it on the route’s setup if you’d rather she press on regardless.
v0.7.4 Blown
  • Visibility is now something to manage, for merchant and pirate alike. Every attack on another captain lights you +4 now (raiding NPC shipping still barely shows, +1), and a fleet’s heat can climb to 75.
  • Cross 50 visibility and you’re BLOWN — and it bites hard. She can’t run dark at sea: her heat freezes at the top and only bleeds off if you dock and lie up for a few ticks. She handles like a barge — slower across the water and slower to slip a fight. And worst of all, if a blown fleet loses a battle she bleeds hulls: instead of the usual single prize, up to five of her ships are lost — sunk or taken.
  • Since leaving port lights you one point per hull, a fleet of fifty-plus is born blown every time she sails — and a smaller fleet that raids relentlessly without ever lying up will climb there too. Want to stay quick and hard to catch? Sail leaner fleets (twenty-odd hulls run comfortably clear of the danger band), or split your hulls across several. The deathstack is no longer a free ride.
v0.7.3 Running dark
  • A fleet now has to be genuinely conspicuous before rival captains can spot or strike her: she must reach visibility 4 to show on their watch. Since leaving port lights you one point per hull, a small squadron of three or fewer can slip out unseen — a real reward for raiding light. A Hunt still drags a dark fleet into the open regardless.
  • Raiding the King’s NPC shipping now barely lights you — +1 visibility instead of the +3 a strike on another player draws. Prey on merchants all day; it’s crossing swords with real captains that makes your name travel.
  • Careening is no longer free: scraping a hull clean at the Cove now costs 2,000g per hull in labour. Still the cheapest speed you can buy, but no longer a free lunch.
  • The Factory’s sell-to-port now lets you name the amount — dump your whole run or feed the port a trickle, your call, instead of selling the lot every time.
v0.7.2 Opening the Bridge
  • The officer bridge is now a deliberate investment. Before you can sign, promote, or press a single officer, you must first open the Bridge — a one-time 250,000g outlay to fit out your flagship’s command deck, made at the Cove’s ⚓ Bridge tab.
  • It’s the capability you’re buying, not the crew: once opened, the Bridge stays yours across every flagship you christen after — even if you lose a flagship and her officers with her, you never pay to open it again.
v0.7.1 The Bridge
  • Your flagship now carries a bridge of officers — five named posts you recruit, level over a career, and stand to lose. Crew them at the Cove, under the new ⚓ Bridge tab: a Master Gunner, a Boatswain, a Sailing Master, a Ship’s Surgeon, and a Quartermaster.
  • Each sharpens an edge a seasoned crew can’t buy: the Master Gunner hones your ambush volley (the pirate’s advantage); the Boatswain drives the boarders in harder and brings more home; the Sailing Master coaxes out speed and a cleaner break-off; the Surgeon keeps more of your crew alive; and the Quartermaster fattens every haul and steadies the articles.
  • Officers rise through five ranks — Green, Seasoned, Veteran, Master, Legendary — by the fights they survive. At Seasoned each unlocks a signature move: a called Aimed Rake that pins a fleeing prize, a boarding Rally, a desperate Crack On Sail, the Surgeon’s Steady the Men, and the Quartermaster’s Pick of the Hold.
  • Blood them how you like: hire a Green hand at the Haven, promote a long-served member of your crew straight to Seasoned, or press a captured enemy captain’s officer into your own service off a player prize. But mark this — fights against the King’s NPC shipping only carry an officer as far as Veteran; the last two ranks are earned against other captains alone.
  • They are yours across every hull you christen — change flagships and your bridge sails on with you. But the stakes are real: lose your flagship at sea, sunk or taken, and the whole bridge goes down with her. A savage boarding can cost you an officer even in victory, and a captain who lets the purse run dry may wake to find good men have deserted. Win them dear; risk them wisely.
v0.7.0 The Flagship
  • Christen one hull as your flagship — a named legend you keep across a career of lesser ships. Christen and fit her at the Cove: beyond her ordinary refits she bears five bespoke fittings, one apiece from the Cabin, Figurehead, Deck, Helm and her Legend — and her name is written into the tale of every action she leads.
  • Cabin — a Chart Room so a single hunt lights up three dark fleets at once; a War Room that drills her own crew a full grade sharper — her alone, no consorts; or Loyal Articles, hands so sworn to the black that none will ever throw in with a captor — and who bleed only half the usual crew when boarders beat them.
  • Figurehead — a Dread Maiden that terrifies a light convoy into striking her colours outright, though one real warship in their company steadies them; a Serpent’s Head that throws off the aim of guns laid on her; or a Shrouded Prow that sheds the light twice as fast.
  • Deck — a Boarding Deck whose boarders hit harder; a Gun Deck that brings four more guns to bear in a broadside; or a Smuggler’s Hold for a quarter more cargo.
  • Helm — a Nimble Helm to dance clear of a broadside; Ironbound planking for a fifth more hull and a hull hard to dismast; or a Weatherly Rig for more speed and a surer break-off.
  • LegendThe Legend Grows, so every rival captain broken under her flag spreads her name (+30% of the renown carried off a beaten player); Sworn to the Flag, whereby no hull in her company defects while she flies — sink the flagship and the oaths dissolve; or Slip the Noose, a squadron that’s never quite caught, she and every consort breaking off the sharper to slip hunters and wriggle clear of a boarding.
  • Fitting an empty slot is a short lay-up; swapping a fitted piece for another is a long one and scraps the old (no refund). Name a different hull later and the fittings don’t carry over — and there’s a wait between changes. Lose her at sea and the legend goes down with her.
v0.6.72 Patrols catch, they don’t cage
  • A patrol no longer stops a raid. Being spotted in watched waters — or already lit from an earlier brush — costs a raider her surprise, but the attack still goes in: she simply strikes in the open instead of being turned away.
  • What a patrol does do is what it always did, only now it’s the whole of it: it foils the ambush, lights the raider bright on every watch list, and marks her — branding her wanted to the wronged crown and handing each witnessing patroller the right to hunt her down while she stays lit. The Navy takes it from there.
v0.6.71 Running dark
  • Pirates now slip out of the Haven unseen — leaving the Cove no longer lights a fleet up with departure visibility. The Haven is on no chart, so there are no eyes to draw.
  • And out in the open blue water of the Windward Deep, a pirate on station runs especially dark: she sheds visibility twice as fast there, fading from the watch far quicker than she would in tighter waters.
  • Privateers are now limited to three fleets, the same as pirates — a letter of marque is a personal licence to raid, not a fleet admiralty. Any already held past the cap are grandfathered; you simply can’t raise a fourth.
v0.6.70 Sparing only friends
  • A letter of marque is now a broader licence. Crown commissions post against any realm your crown does not call a friend — neutral or at war alike — not only realms you’ve formally declared war upon. Your own realm and its sworn allies are the only crowns kept off the board.
  • But friendship cuts both ways: turn your guns on your own crown or one of its allies and you raise hostility with your own realm — the road to being outlawed, and for a privateer, stripped of your marque. Foreign shipping is fair game; your crown’s friends are treason.
v0.6.69 Crown commissions
  • Your Commission now posts a board of the crown’s work: raiding commissions to take or sink enemy hulls. Pirates are always on the board, and any realm your crown has declared war upon joins it — so a war opens fresh contracts for its privateers.
  • Take a commission (up to two at once), then hunt your quarry at sea — progress counts automatically as you sink or capture the named realm’s ships. Fill it and return to the Commission to claim coin and Nobility from the crown.
  • The board scales with your standing: a Sea Wolf is trusted with larger commissions and heavier purses than a fresh Privateer. Offers refresh by the day, and an unfilled commission lapses in time — so pick the hunts you can finish.
v0.6.68 A privateer’s standing
  • A privateer now holds a standing of their own, climbed by the prizes they bring before the court: Privateer → Corsair → Crown’s Privateer → Sea Wolf. Your rank is earned by the lifetime worth of the prizes you’ve condemned.
  • And it pays: your rank sets the crown’s cut — 25% as a fresh Privateer, easing to 22%, 18%, and just 15% as a Sea Wolf. Every prize both climbs the ladder and sweetens the next, so a busy corsair keeps an ever-larger share.
  • Prizes still earn you Nobility too, so a decorated privateer rises among the realm’s Barons and Dukes — but your standing at the Commission reflects your privateering, not the peerage: a Duke who’s never taken a prize is only a Privateer here.
  • Your Commission shows it all: your rank, prizes condemned and their worth, the Nobility you’ve earned, your current cut, and how much more plunder carries you to the next rank.
v0.6.66 Your Commission on the chart
  • Your Commission now shows on the chart — a brass anchor ring marks the port so you can see at a glance where to sail to refit and condemn prizes. It tracks your capital, so if the crown moves its seat the pin moves too.
v0.6.65 The Commission
  • A privateer’s home berth now has a name and a proper home: The Commission, at your crown’s capital. It’s a district on the port page like Market or the Wharf — and it appears on the port’s main page too, so it’s always one tap away. Under it sit both your dry-dock and the new prize court.
  • The Prize Court: bring an enemy hull you took in battle to your Commission, take her out of her fleet, and condemn her — the court assesses her worth (hull, guns & cargo), the crown takes its share and the crew theirs, and the rest is paid to you in coin. Or keep her and crew her up yourself.
  • The Commission follows the capital: if the monarch moves the realm’s seat, it moves with it (and never strands — a realm keeps one while it holds any port). A signpost on your Quartermaster page always points you to it.
  • Refits are quicker: a hull is now laid up about 3 hours instead of a full 6-hour tick — for pirates in the Cove as well as privateers.
v0.6.63 A dry-dock for the crown
  • The dry-dock is no longer the Brethren’s alone. A crown’s Privateers may now berth an idle hull at The Commission — their berth at the realm’s capital — and fit the same six permanent refits pirates fit in their Cove: reinforced planking, a razee, extra gun-ports, a heavy battery, a grapeshot deck, or keg mines.
  • Bring a hull to your Commission, take her out of her fleet, and fit her (up to two refits per hull, each a real trade-off). She’s laid up while the work is done.
  • First of several privateer changes — the prize court lands alongside it, with crown commissions and a privateer’s standing still to come.
v0.6.62 Deeper harbours
  • Every port now holds roughly five times the stock. A big sale is a small nudge instead of a lurch — you can unload shipload after shipload before a port’s buy price starts to give, so a hungry market stays worth sailing to even after several captains have hit it.
  • The day-to-day price step is gentler to match: sell into a scarce port today at its full rate, and it’ll still be paying well tomorrow if it stays stocked, easing down over several days as routes rebalance rather than collapsing overnight.
  • Source ports produce more and keep a larger reserve, so a busy trade lane won’t drain them dry.
v0.6.61 Steady daily markets
  • Port prices are now posted once per day and hold flat all day. A port sets its buy and sell price each morning from its stock and the season, and trades at that price no matter how many shiploads pass through — so a good route can carry many captains at once instead of collapsing on the first big sale. The price then re-settles the next day from whatever stock is left.
  • Because the price no longer slides mid-sale, a large sale pays the same rate on every crate rather than walking down as you unload — dumping a full hold no longer tanks the price under your own feet.
  • Seasons now move prices directly (about ±20%): a good that’s scarce or out of season sells and buys dearer, one that’s abundant or in its peak season goes cheaper — so the season genuinely reshapes where the bargains are.
v0.6.60 Own hulls in company fleets; fleets scatter by default
  • A fleet’s default defensive stance is now Scatter (flee) instead of Stand & fight — caught undefended, ships now run on their own speed and save what they can rather than trading broadsides. Existing fleets on the old default were switched over; set any fleet back to Stand & fight from its Manage tab if you’d rather she hold.
  • Members can now fold their own ships into a company fleet they hold — add personal escorts or extra haulers alongside the company’s pooled hulls. Your ships stay yours and return to you when the fleet is recalled (the company’s own hulls go back to its pool). Their trade pays the company’s commission while they sail with her.
v0.6.58 Livelier seas
  • NPC convoys, patrols and plate fleets now sail in on a real-time schedule (about eight fresh fleets an hour) instead of appearing in a lump every few hours — take a fleet and a replacement is on the water within minutes, and the seas start full when the world comes up.
  • Ports forge cutlasses far faster now, so the armoury rarely runs dry even when a port arms a big wave of new crew.
v0.6.57 Living ports
  • Crew you discharge in harbour now rejoin the town’s people instead of vanishing — pay off a fleet and those hands go back into the labour pool to be hired again. (Crew lost at sea are still gone.)
  • A busy port attracts souls: trade no longer just raises a port’s ceiling, it speeds how fast the town grows — a thriving entrepôt fills up markedly faster than a sleepy one.
  • Towns grow a little quicker overall and can swell far larger at full trade (cap raised from 55,000 to 80,000), so a booming port can sustain heavy, repeated recruiting instead of drying up.
  • Roughly twice as much NPC traffic now sails the Isles — more convoys, patrols and plate fleets on the water, and they refill faster after they’re taken.
  • Ports forge cutlasses twice as fast, so the armoury is far less likely to run dry when a port arms a wave of new crew.
v0.6.56 Fleet tags are clickable
  • The status tags on each fleet card now take you where you’d expect: Trade route opens her route, Today’s P/L opens her Ledger, and On patrol opens the waters she’s watching — one tap instead of digging through her tabs.
v0.6.55 Fleet make-up at a glance
  • The company Ships & Fleets tab now shows each out fleet’s composition under her name — e.g. “3× Brig, 1× East Indiaman, 1× Frigate” — so you can see what every member is sailing without recalling her.
v0.6.54 Company fleets & chat pings
  • You name your own company fleet. When you request a fleet from the company pool, you name her yourself right there in the request — she’s put to the shareholder vote and released under that name if it carries. (The Director no longer names her during the vote, and the vote no longer waits on it.)
  • Fleet votes show the ships. A fleet-request vote now lists exactly which hulls are being asked for — by name, type and code — so shareholders can see what they’re approving instead of just a ship count.
  • Company chat pings the nav. Unread company chat (and open votes you haven’t cast, or applications awaiting the Director) now light up a New badge on the Exchange tab in the sidebar — the same way the Brethren badge works — so you’ll notice activity without sitting on the chat tab.
v0.6.53 Light hulls, watched fleets
  • Cutters and Ketches bear 12lb guns only. The two lightest hulls are too slight in the beam to work a heavier calibre — they can no longer mount 24lb or 32lb guns (at the armoury, from a fort, or from the Naval Yard). Any heavier guns one already carries are reclassified to 12lb: her gun count is untouched, so she keeps every port — only the calibre steps down.
  • “On patrol” pill on the Fleets page. A fleet standing patrol now wears a clear On patrol tag on its card, right alongside the trade-route tag — so you can see at a glance which of your fleets are watching the waters.
v0.6.52 Watched waters
  • Two changes rein in the surprise attack — an ambush should open a fight hard, not decide it before a shot is answered.
  • Only your lead ship springs the trap. The surprise opening volley now comes from a single ship — the rest of the fleet is still closing and joins from the first open round. A whole fleet firing from cover could delete a target before it could reply; now the ambush softens the enemy, it doesn’t win the battle on its own.
  • Patrols foil ambushes. Sailing into patrolled waters to spring a trap is now a gamble: each active patrol standing in the region has a good chance to spot the raiders and raise the alarm — 50% with one patrol on station, rising with each additional patrol to a cap of 80%. Foiled, the ambush is stripped entirely and you strike in the open. The patrolling captain who catches you earns extra renown for the save. Navy sea-lanes are now genuinely safer to sail — a real reason to patrol, and a real reason for raiders to hunt the open, lawless waters instead.
v0.6.51 Brigs come into their own
  • The Brig was a slower, softer Frigate with no real job. No longer — the Brig is now the most agile hull afloat, and finally has a fighting identity of its own. Five things change, all of them working with the Brig’s speed rather than against it:
  • Nimble. A Brig is far harder to hit — it dodges like nothing else on the water, out-slipping even the faster Sloop.
  • Steady guns. Where other hulls lose their aim firing on the move, the Brig fires cleanly while maneuvering — it’s built for it.
  • Fuller broadside. A Brig brings more of its guns to bear each round than its size suggests.
  • Opening volley. A Brig seizes the initiative, loosing the first broadside of a fight before heavier ships can answer.
  • Break and run. A Brig slips out of a losing engagement far more readily than other hulls.
  • It stays fragile — a solid hit still hurts, so a Brig is no ship of the line. But as a cheap, nimble escort screen or a commerce-raiding wolfpack, it now punches well above its price. Frigates keep the crown in a stand-up fleet action; Brigs own the edges of the fight.
v0.6.50 Faster restarts
  • The game now comes back online the instant it restarts. Previously each update paused to run its housekeeping — migrations and catching up on everything that happened while it was down — before it started answering, leaving a short window where the site was briefly unreachable after a deploy. It now opens the doors first and does that housekeeping a moment later, so updates land with far less interruption.
v0.6.49 Handbook brought up to date
  • The Captain’s Handbook has been refreshed to match every recent change — the new factory costs and build times, governor-set arms prices, fleet targeting orders, two-territory patrols, squadrons that sail home on recall, the tow rules for under-crewed prizes (and how towing keeps you lit), and company fleets sitting off your own commission ladder.
v0.6.48 Towing keeps you lit
  • A fleet dragging a hull under tow is a conspicuous sight — while towing, your fleet now sheds visibility at half the usual rate (each point takes twice as long to fade), so a laden prize crew is slower to slip into the dark. Bringing a big prize home is worth more now, but harder to do unseen.
v0.6.47 Tow any under-crewed hull
  • Any hull that’s short of crew — a freshly-taken prize, chiefly — can now be towed home, not just the ones your career can’t work. The catch is the escort: a towed hull needs a fully-crewed ship of her own weight class or heavier in the same fleet, and a captured East Indiaman or Ship of the Line needs two escorts of Fluyt class or larger. Each escort can only tow one prize, and a hull under tow still drags the fleet to three-quarters of her own speed. No more stranding at sea because too few of a prize’s crew came over — just bring an escort.
v0.6.46 Patrol two territories
  • A Navy officer can now hold two patrols at once instead of one — station a fleet in each of two different regions and watch both. Each patrolling fleet keeps its own timer and cooldown, and you still can’t double up two patrols on the same waters.
v0.6.45 Factories cost more, ambush needs the dark
  • Raising an industry is now a serious investment. Building the factory (Level 1) costs 325,000g and the wrights take 24 hours to raise it — it no longer appears the instant you pay. Upgrades climb steeply: Level 2 is 750,000g over 72 hours, Level 3 is 1,500,000g over 144 hours. A governor can also now set the industrial-lot lease to any amount.
  • Ambush now requires the element of surprise: you can only open with an ambush while your attacking fleet is running dark. Once she’s been spotted, the surprise is gone — you can still attack, but in the open.
v0.6.44 Governors price the crew’s arms
  • A governor’s Armory prices now include the hand-arms a crew carries, not just their wage. Set the price of the saber and musket (carried by Skilled Crew) and the flintlock pistol and boarding cutlass (carried by Veteran Crew) right alongside the wages and guns. A skilled or veteran hire now costs their wage plus whatever your port charges for their weapons — so you can make your docks the cheapest place in the isles to raise a fighting crew, or price the premium.
v0.6.43 Company fleets off your commission ladder
  • Holding a company fleet no longer pushes your own fleets up the commission ladder. A company fleet’s upkeep is met from the company coffers and now rides its own separate ladder, so it never raises the per-tick commission on the personal fleets you pay for yourself.
v0.6.42 Rename company fleets
  • A company Director can now rename any of the company’s fleets — even one that’s out at sea and assigned to a member. On the company’s Fleets tab, click the pencil beside a fleet’s name, type the new name, and press Enter.
v0.6.41 Fleet targeting orders
  • Fleets now carry a standing targeting order for when they’re defending, set from a dropdown on the fleet’s Manage tab beside its stance and engagement orders. Choose Weakest first (finish off cripples and thin their numbers), Strongest first (concentrate on the heaviest enemy hull), or Spread fire (share broadsides across the enemy line). Default is Weakest first.
v0.6.40 No launching a siege early
  • An assault can no longer be launched early. The muster window belongs to the defenders — the assault now resolves only once its deadline falls due, giving the besieged their full time to sail in a relief fleet, call up militia, and raise the walls. The attacking leader can still call the assault off at any point, and can trigger the resolution the moment the muster closes, but not a second sooner.
v0.6.39 Recalled squadrons sail home
  • Recalling a navy squadron is no longer instant. When the Admiral recalls a squadron to the yard, or a fort Commander recalls one back to her garrison, she now makes sail for her destination from wherever she is — even mid-voyage — and only pools into the yard (or settles back into the fort) once she actually makes port. A recalled squadron is a squadron at sea, and can be caught on the way in.
  • A garrison recall heads for the fort she was raised from; a yard recall heads for the capital. If her home fort has since been lost, she falls back to the capital and pools into the yard on arrival.
v0.6.38 Industry: cleaner production controls
  • Simplified each production line to a single Production switch — flip it on and the line runs continuously at the rate you’ve dialled in; off, it sits idle. The old “make a fixed quantity” button is gone, since the rate slider now governs everything.
  • Fixed the rate slider’s cramped layout so the track, label, and value sit cleanly on one row, with a readable Rate label.
v0.6.37 Industry: production on a dial
  • Every factory line now runs at a rate you set with a slider — 12lb cannons up to 50/hr, 24lb up to 10/hr, 32lb fixed at 1/hr, and hand-arms up to 20 batches/hr. Materials per unit stay flat, but labour climbs steeply with the rate: the first gun an hour is cheap, the fiftieth is dear, so there’s a real sweet-spot rate and pushing to the ceiling is a rush premium.
  • Hand weapons are now forged in batches for a flat material cost: Plain Cutlass (1 iron + 1 timber → 10), Saber (2 iron + 2 timber → 10), Musket (3 timber + 1 iron + 1 powder → 10), Flintlock Pistol (2 iron + 1 powder + 1 timber → 5), Boarding Cutlass (2 iron + 1 timber + 1 silk → 5). The cost-to-make readout on each line updates live as you move its rate.
v0.6.36 Crew-all, Arm-all, and a berth kept for the crew
  • A ship’s cargo hold now always keeps a berth for its minimum crew: you can never load so much cargo that there’s no room left to hire the hands she needs to sail. Effective hold is the hull’s capacity minus its minimum crew and its guns.
  • New one-click outfitting on the Crew & Guns page: Crew all to min. and Crew all to full man every docked ship at once, and Arm all mounts guns on every docked hull up to its gun-port cap — with a Cheap ⇄ Quality toggle (cheapest guns to hand, or the heaviest each hull can bear). Each fills as far as port stock and your purse allow, then tells you where it stopped.
v0.6.35 Tidier fleet screen
  • Removed the always-on Commission card from a fleet’s Manage tab — it was clutter. Unpaid commission now shows a Settle button right on the fleet’s Ships tab when there’s anything owed, and a grounded fleet still flags its status at the top of the page.
v0.6.34 Broke off, on the record
  • After-action battle reports now record a break-off plainly. When a fleet withdraws under its engagement orders, the report reads “Broke off from … after losing N ship(s)” (and the defender’s reads “… broke off — you held the field”), with a clear note explaining the withdrawal instead of a bare victory/defeat.
v0.6.33 Know when to break off
  • Engagement orders — a new setting on the Manage Fleet screen. When you send a fleet in to attack, you can now tell it to break off the fight after 1, 2, 3 or 5 of its own ships are lost, with the survivors withdrawing — or to fight to the end (the default). No more watching a whole squadron feed itself into a stronger enemy.
  • Fort warehouses hold more again — 5,000 units per level (25,000 at level 5), so a well-armed fort can keep a proper reserve of iron, powder and grain against upkeep.
v0.6.32 Recently Joined
  • The welcome banner now carries a Recently Joined link — open it to see the last 15 captains to set sail, newest first, each with their name, flag and current fame.
v0.6.31 Meet the newcomer
  • The newest-captain welcome banner now lets you click their name to open their profile, so you can see who’s just joined and say hello. (Shown as a plain name to logged-out visitors.)
v0.6.30 A welcome for the newest hand
  • Every page now carries a small banner at the very top welcoming the most recent captain to join the Isles — by name, flying the flag of the nation they first chose.
v0.6.29 The long game — trade rebalance
  • A major economy rebalance to slow the flood of gold and restore an Age-of-Sail pace. Good prices are cut to roughly a quarter of their old values, the market is flatter (scarcity swings are gentler) and price gaps refresh more slowly between ticks. Peak trading income is down by around two-thirds, and a trading fleet now pays for itself over weeks rather than a single day — wealth is meant to be built, not printed.
  • The Fluyt’s hold is trimmed (280 → 222, about 190 crates of cargo) to bring it into line with the other merchant hulls. Existing Fluyts update automatically.
  • All the new tuning — base prices, market elasticity and restock rate — is environment-overridable, so the numbers can still be nudged without a redeploy.
v0.6.28 Forts show what they eat
  • The fort page now spells out upkeep: guns eat iron + powder every tick (heavier calibres more) and soldiers eat grain — previously only the raw reserves were shown, so the gun drain was invisible. The Fort stores card now shows the per-tick drain and roughly how many ticks your reserves cover before guns get spiked or soldiers desert, with a warning when it runs low.
  • The fort warehouse is 5× bigger (2,500 → 12,500 units at level 5) so it can actually hold a working buffer of iron, powder and grain against that drain.
  • The Handbook’s fort section now states the gun/soldier upkeep costs explicitly.
v0.6.27 Factories keep their promise
  • Fixed a production bug that quietly bled the armouries dry. Recipes that make goods in batches — cutlasses, sabers, muskets, pistols, boarding cutlasses — were consuming a full set of materials and labour for every single unit instead of per batch, so they ran at a heavy loss even as the factory card showed a healthy margin. Now a batch costs its materials + labour once and yields the whole batch, so the real cost matches the card and hand-arms turn the profit they always advertised. Throughput per hour is unchanged, and cannons (which are made one at a time) were never affected.
v0.6.26 The captain’s craft, written down
  • The Handbook’s combat chapter now explains how a fight actually plays out — sink vs. capture, why more guns can lose you the prize, how much of your broadside bears each round, the hands it takes to work a gun, boarding, grape, gun weight, and crew quality. The trade-offs a captain weighs, laid out plainly.
v0.6.25 The full account
  • Battle reports now show the blow-by-blow. The round-by-round log of a fleet action — every volley, boarding, and sinking — was being dropped from the after-action report; it now renders in full on each engagement’s report (linked from your profile’s Battles tab).
  • Company dividend votes are now adjustable. When you move for a dividend, you set the gold-per-share (it was fixed at 1g). The vote, the ballot, and the payout all use the amount you name — capped by what the coffers can cover.
  • A realm’s captains now hear of its diplomacy. When your Monarch declares war, makes peace, seals an alliance, or stands down, every member of both realms gets an event — no more finding out your nation went to war only when a rival closes their harbours to you.
v0.6.24 The factory keeps its own books
  • Your factory now has a proper ledger on its page: cost of goods (materials consumed + labour) against goods sold (your sales to the port), with the running profit — laid out in the same Today / Yesterday / all-time / recent cards as the fleet and port ledgers. Easy to see at a glance which line is earning its keep. (Materials are valued at their base price as a cost proxy; factory upgrades are capital and stay out of the operating books.)
v0.6.23 Today at a glance
  • Each fleet card on the Fleets page now shows today’s profit/loss instead of the all-time figure — trade, tariffs, wages and plunder since midnight. It’s far easier to spot which fleet is earning her keep today and which one needs a look. All-time remains on each fleet’s Ledger tab.
v0.6.22 The company doors open to the Navy
  • Navy officers and privateers can now truly join a company. Earlier the door was only half-open: the application went through, but the Apply button was hidden for non-Guild captains, a Director couldn’t approve them, and the weekly roll would quietly strike them off. All three are fixed — the Apply button shows for any non-pirate, Directors can approve them, and only captains who turn pirate are removed from a company. Chartering a new company still requires the Merchant Guild.
v0.6.21 Where the heavy iron comes from
  • Reworded the Haven’s gun note: heavier 24 and 32lb metal is taken by force or bought from a well-stocked port’s armoury.
v0.6.20 The Fence tells you the crew’s cut
  • Fencing a prize now spells out the crew’s 20% share instead of claiming “full value.” The confirmation and the prize list show what you actually pocket (net of the cut) beside the hull’s full worth — e.g. a 36,000g Fluyt nets 28,800g after the crew take theirs. The Fence itself still takes no haircut and no tax.
v0.6.19 A little more room to grow
  • Eased the personal fleet commission ladder: past the free tier, each additional fleet now costs ×1.75 the one before (down from ×2). A 10th personal fleet runs ~12,600/tick instead of 32,000, buying a few fleets of headroom before the cost wall — while still pricing heavy fleet-splitting. Crown-assigned fleets keep their gentler ×1.5 ladder.
v0.6.18 A gentler ladder for the Crown
  • Crown-assigned fleets now climb a separate, gentler commission ladder. A captain’s own fleets still double in commission past the free tier (×2 each step); the Crown’s own fleets grow at ×1.5 and are counted apart from his personal ones — so an officer can sail many of the realm’s hulls without being taxed into the ground.
v0.6.17 The Crown pays for her own
  • A realm now meets the fleet commission only on the fleets it assigns — fleets crewing the Crown’s own hulls (those still flying her yard mark). A Navy officer’s personally-owned fleets now pay their own commission from his purse, like any other captain’s, rather than drawing on the realm treasury.
v0.6.16 Busy wrights, wary routes
  • Factories produce more again — output is now the original rate (per-unit cost unchanged).
  • Upgrading a factory now takes time to build. Reaching Level 2 takes 24 hours and each level doubles it (Level 3 = 48h). You pay up front, the factory keeps producing at its current level, and the new lines open when the wrights finish. One upgrade builds at a time.
  • A fleet on an automated trade route now pauses after being attacked — she finishes the leg to her next port, then holds there instead of sailing blindly onward. Resume the route from her page when you’re ready.
  • Fixed a bug where destroying an enemy fleet that was running a trade route could fail the whole attack.
v0.6.15 Sloops crewed to the new floor
  • The Sloop’s minimum crew rose to 25. Sloops built under the old floor of 10 have been topped up to the new minimum so they aren’t left short — without ever overloading a laden hull (a sloop too full of cargo is crewed as far as her hold allows, and finishes once you unload).
v0.6.14 Guild hulls, Guild hands
  • A Guild-only hull like the East Indiaman can only be requested as a company fleet by a Merchant Guild member. Navy officers and privateers — now welcome in companies — can’t take her out; the request picker locks those hulls for them, and the request is refused if forced.
v0.6.13 Company decks in order
  • Requesting a company fleet is cleaner. You now just pick the ships you want; the Director names her during the vote, and the shareholder vote can’t close until she’s named.
  • Fixed the “Return to company” button — it was stuck disabled after a fleet’s first voyage. A company fleet in port can now be returned to the pool as intended.
  • Companies can sell pooled hulls back for 70% of their build price, straight into the coffers — a “sell one” control sits on each hull in the Company ships list (Director only).
  • Navy officers and privateers can now join companies (only pirates are kept out). Chartering a new company still requires the Merchant Guild.
v0.6.12 Read your routes at a glance
  • A fleet’s Ledger tab now breaks the books out by category with Today and Yesterday side by side (plus all-time and the last 14 days) — so a trade route that’s quietly bleeding gold on tariffs or bad buys shows up fast.
  • Plunder is now recorded per fleet. Gold a fleet takes at sea lands in her own ledger under Plunder, so you can see which raiders are actually earning their keep.
v0.6.11 Back the crown, mind your routes
  • Officials can now back the reigning monarch, not just a rival claimant. So a Fleet Admiral (or any officer) with power to pledge always has someone to throw their weight behind — lend it to the crown to keep it secure, or to a challenger pressing a claim.
  • Trade-route pill on fleet cards. A fleet running an automated trade route now shows a Trade route active pill on its card (and a muted paused one when the route is halted), so you can see at a glance which fleets are working a circuit.
v0.6.10 Stay on the Sell tab
  • Selling a hull from the Shipwright’s Sell tab now keeps you on that tab afterwards, instead of bouncing you back to Buy.
v0.6.9 Busier yards, tidier decks
  • Factories produce more. Every production line at your factory now turns out goods at double the old rate — same materials and labour per unit, just twice the throughput.
  • The Shipwright is tabbed. No more endless scroll: the yard now has Buy (the hull gallery) and Sell (your docked, unassigned ships) on their own tabs.
  • All-time Plunder & Trade. The career P/L card on your profile and the Fleets page has been renamed and reformatted to match the rest — a clear hero total over your lifetime Plunder and Trade.
v0.6.8 Masons need time
  • Raising a fort no longer happens in an instant — and the greater the work, the longer it takes. Build times double with each level. The fort’s construction level runs 8h → 16h → … → 256h at level 6; each building (walls, barracks, warehouse) runs 6h → 12h → … → 192h at level 6. You pay up front and the new level lands when the timer runs out.
  • A fort can have several works underway at once — walls, barracks, warehouse, and an expansion can all build in parallel (one level of each at a time). Its defences stay up throughout, and the Build tab shows each structure’s target level and time remaining.
v0.6.6 The Hunt, reined in
  • A Hunt no longer lights up a captain’s whole flotilla. It now exposes one dark rival fleet in the region, drawn at random — she might be a fat merchantman ripe for the taking, or a warship you’d be a fool to close with. That gamble is the point.
  • Hunt points no longer stockpile into a burst: the bank is now 1 for privateers and 2 for pirates (still gained 1 and 2 per tick). You hunt at a steady beat rather than saving up to strip a fleet all at once.
v0.6.5 The yard lays down cutters
  • The Naval Yard can now commission the Cutter — the fast little scout joins the sloop, brig, frigate, and Ship of the Line as a hull the Monarch or Fleet Admiral may lay down from the yard budget.
v0.6.4 New portraits at the wharf
  • The Shipwright has hung fresh portraits for the whole line. Every hull now shows real painted art on its ship card at the wharf — Cutter, Sloop, Ketch, Fluyt, Brig, Frigate, Galleon, East Indiaman, and Ship of the Line — each under a full moon on the open deep.
v0.6.3 One prize at a time
  • The Brethren are raiders, not empire-builders: a pirate can no longer lay siege to a harbour while the Republic already holds a port — the hidden Haven aside. The siege option simply won’t appear, with a note naming the prize you already hold. Raiding for plunder stays open, and once you give up (or lose) your prize, fresh sieges are back on the table.
v0.6.2 Loose lines made fast
  • Fixed: a fleet with a standing trade route (or committed to a siege) couldn’t be dissolved — it failed with a database error. Dissolving now casts off every line first: trade route, siege commitment, and cost records are all cleared before the fleet stands down. Your ships are kept, dropped at the fleet’s port.
  • Succession: the pledge panel now shows the power you hold to pledge even before you’ve minted any Nobility — so an office-holder like the Fleet Admiral can see and lend their weight. When no fellow official yet holds a claim to back, it says so plainly instead of showing an empty picker.
v0.6.1 The crew stands out
  • Reply with a quote. Every post in a Commons topic now has a ↩ Quote button — tap it and that captain’s words drop into your reply box, neatly quoted, so it’s clear who you’re answering.
  • Open a topic on the Drawing Board. Every captain may now start a topic on the Drawing Board’s main page — float an idea, ask a question, or weigh in on what’s coming. (Its categories stay crew-only for now.)
  • The crew, in red. Admin names now show in red across the Isles — forum posts, group chat, region watch-lists, and the rolls — so you always know when you’re hearing from the crew.
v0.6.0 Point and engage
  • In a region’s Fleets in these waters list, a rival fleet you’re able to strike is now clickable — tap her and you jump straight to the Engage panel with that fleet already picked as your target. No more scrolling and matching names by hand.
v0.5.9 Know where she hails from
  • The Admiral’s Squadrons list at the yard now shows a From column — which fort each squadron was formed from (⚓ fort name), or Yard (direct) for hulls squadroned straight from the pool. So a recall is never a guess about where she belongs.
v0.5.8 Home to the fort, plainly
  • Clarified the Commander’s squadron recall wording: it recalls into the fort’s garrison, never the yard. (Behaviour unchanged — just clearer labels.)
v0.5.7 Come about, home to the fort
  • A fort Commander can now recall the squadrons she formed from her garrison back into that fort — from the fort’s Ships tab. Her hulls sail home, guns and crew returned to the fort’s stores. A squadron out at sea is recalled the moment she next makes port. (The Admiral still recalls to the yard as before.)
v0.5.6 To the Ships tab
  • The fort’s Ships-stationed link now opens the fort’s Ships tab (where the garrison is managed) rather than landing on the fort overview.
v0.5.5 Garrison, not yard
  • The fort’s Ships stationed figure now links to the fort’s own garrison management, not the Naval Yard — a Commander manages the hulls berthed at their fort from the fort itself.
v0.5.4 Rail tidy
  • Removed the separate Company link from the left rail — the Exchange link and the in-page indicators cover it.
v0.5.3 A fort is a fortune
  • Fort construction is now a serious undertaking. Raising the walls starts at 50,000g and climbs with each level (50k, 100k, 150k…); the barracks and warehouse are re-priced to match. They were far too cheap for what they buy — a fort is meant to be a standing investment.
  • Fixed the garrison labelling: any hull can be stationed in a fort, not only Ships of the Line (the tag wrongly said otherwise). The fort’s Ships stationed figure now links straight to the Naval Yard to manage them.
v0.5.2 The crew has the floor
  • Live chat has come to the Brethren and Company pages. Open the new Chat tab and talk with your crew or company in near real time — messages stream in without a reload.
  • A red New pill now shows on your Brethren / Company link in the rail (and on the Chat tab) whenever something’s waiting: unread chat, a pending application to approve, or an open vote you haven’t yet cast.
  • Chat is members-only, capped at 500 characters, and keeps the last little while of history. Fair winds and good talk.
v0.5.1 The crown pays its watch
  • Patrol renown is worth standing for now. Holding a full patrol to the end pays 5,000 renown (up from 200) — a quiet watch is finally a real reward, not a token.
  • Catching a raid in your patrolled waters pays 2,500 (up from 1,000), and running down a wanted raider pays 15,000 and up (from 8,000), climbing with the crown’s hostility toward her — so the captains who actively hunt raiders still earn far more than those who merely stand the watch.
v0.5.0 A fleet too far
  • Fleet commission now escalates. Your first 3 fleets each cost the usual 250g/tick — but beyond that, every fleet costs double the one before: a 4th is 500g, a 5th 1,000g, a 6th 2,000g, a 7th 4,000g, and on up. A swarm of small fleets becomes ruinous, while a few big ones stay cheap.
  • This is a deliberate fork. Run many small fleets — each can slip through dark and you spread your risk, but they’re weak and, past the free three, brutally taxed. Or run a few big fleets — cheap to keep and, with escorts aboard, strong — but a fat fleet lights up every watch list and can’t run silent. Strength and stealth now cost each other.
  • Company fleets a member runs count toward that member’s ladder (their bill met from company coffers), so you can’t launder your fleet count through a company. The Fleets page shows what your next fleet would cost before you raise it.
v0.4.9 The purse tightens
  • A rebalance of the markets. The price gap between a good’s home waters and distant ports is smaller and flatter — long hauls no longer pay so far above everything else, and profit spreads more evenly across routes. Trade margins come down by roughly 40–45%; the coast still rewards a shrewd run, just not a fortune every voyage.
  • Prices near a source are unchanged — the cheap ports stay cheap. What tightened is the premium at the far end.
  • Source ports now produce 2.5× faster. A single captain can no longer buy a port dry and hold it empty against everyone else — the docks refill before the next fleet arrives.
v0.4.8 Hulls re-rated
  • A rebalance of the trading hulls. The Ketch (hold 164→90) and Sloop (hold 136→80) are no longer bulk carriers, and the Sloop now needs 25 crew to sail (was 10) — she’s become a fight-or-trade hull, not both at once. The Fluyt trims to 280 hold.
  • The Galleon grows into a proper bulk hauler — hold 440→500 — but rides lower and slower (speed 0.9→0.8). Biggest single load of any merchantman, at the cost of pace.
  • Hulls already afloat are re-rated automatically. Note: Sloops crewed below 25 will need to take on more hands before they can put to sea.
v0.4.7 Standing costs coin
  • Minting a Nobility Point — or a pirate’s Infamy Point — now costs 100,000 gold on top of 100,000 fame. The coin is drawn from your purse and struck from circulation, so rising in standing now means spending a fortune as well as a reputation.
v0.4.6 Busier sea lanes
  • More ships ply the waters — the world now holds up to 22 NPC fleets at once (up from 14), roughly two per region. More convoys to trade past, more prey for the Brethren to hunt, and a few more plate fleets and patrol squadrons abroad.
v0.4.5 The Fence tells you about the crew’s cut
  • The Fence now states plainly that the crew take their 20% share off the top of whatever it pays — for both plundered goods and fenced prizes. The old wording said “no haircut, no tax,” which was true of the resale and the crown but glossed over the crew’s share.
v0.4.4 Companies set their own hull-loss liability
  • Companies now vote on hull-loss liability — how much a member owes if they lose a company ship they’re sailing, anywhere from 0% to 100% of her value. It used to be a flat 30% for every company.
  • The motion sits on the company Votes tab beside insurance and commission, weighted by voting shares. If the Director holds the majority, it’s their call; otherwise the shareholders decide.
  • Existing companies keep 30% until they vote to change it. Set it to 0% and the company bears its own losses; set it higher to put more of the risk on the captain at the helm.
v0.4.3 Plunder, counted
  • Your profile’s Ledger now opens with an all-time P/L summary — Trade, Plunder, and Total at a glance.
  • Plunder profit now counts everything you take: gold seized in combat and raids, and what the Fence pays for stolen cargo and captured prizes. It used to count only the coin taken directly in a fight, so a pirate’s real haul now shows in full.
  • The Warriors leaderboard now lists each captain’s plunder profit beside their battle record — Navy and Brethren alike.
v0.4.2 Refits: honest holds & visible fittings
  • A hull’s fitted refits now show on her profile — each one named with what it does — and her profile and fleet-list numbers reflect them: a razee reads faster, a keg rack or reinforced hull reads a smaller hold, extra gun-ports read more guns. Refitted hulls carry a ⚙ mark in the fleet list.
  • Fixed a hold exploit: fitting a hold-cutting refit (keg mines, reinforced hull, extra gun-ports, heavy battery) onto a hull already loaded past the reduced capacity no longer slips through — she’ll ask you to unload the overflow first.
v0.4.1 Renown reform — deeds, not deep pockets
  • Renown no longer flows from gold spent. Trade now earns fame by the crate — one point of renown for every crate you buy, and another for every crate you sell — so a captain’s standing tracks the volume they move, not the size of their purse.
  • The Navy earns renown from service: standing a full patrol pays a little, catching a raider in the act in your patrolled waters pays more, and running down a wanted raider still pays the crown’s bounty as before.
  • A side effect worth naming: endowing your realm’s treasury no longer buys renown — standing is earned by what you do on the water, not what you donate.
v0.4.0 Pirates sail on shares
  • Pirates no longer pay fleet commission, crew wages, or ship maintenance — none of the crown’s standing payroll. A pirate crew sails for a cut of the prize, not a wage.
  • Instead, the crew take a 20% cut off every haul: fenced plunder and prize hulls at the Haven pay 80%, the rest going to the crew.
  • There is no pirate treasury. Gold plundered in a raid or siege is split equally among the pirates who held the muster to the end — each share, too, less the crew’s 20%.
  • A pirate may keep at most three fleets. (Any already held beyond that are grandfathered — you simply can’t raise more until you’re back under the cap.)
  • A company member may now hold more than one company fleet at a time.
v0.3.2 The Drawing Board — categories & topic lifecycle
  • New official board, the Drawing Board — where the crew sketches out what’s coming (roadmap and upcoming features) and the fleet weighs in. The crew opens the topics; everyone can reply.
  • Official boards can now hold categories. A category sits among the topics as its own row; open it to find the topics filed inside, then pick one to read and discuss.
  • Topics can be concluded (marked resolved), locked (no new replies), and archived (tucked out of the active list) — each independently, by the crew. Whole categories can be archived too.
v0.3.1 Forum: Announcements & pinned threads
  • The Commons has a new Announcements board — official word from the crew, front and centre. Only the crew open threads there, but any captain can reply to join the discussion.
  • Threads can now be pinned to the top of their board, so notices and important topics stay put instead of sinking as new posts arrive.
  • The Forum link in the menu now glows gold when there are new posts in the Commons you haven’t read yet; boards with new posts show a red marker on their tab, and threads with new posts get a "new" flag — each clears once you’ve looked at that board.
  • Moderation: the crew can now remove any post or whole thread from the forums.
v0.3.0 Weather & disasters
  • The Isles now have weather. Each tick a storm can form over a sea region — far likelier in the stormy seasons, Spring and Autumn — and it flashes on the chart with its own icon. Captains with a fleet in a struck region are notified (there’s a new "weather" alert category in your notification settings).
  • The Doldrums becalm a region, dragging out any voyage through it. Lightning storms are mostly spectacle but set hulls at sea alight far more readily. Gales slow you and wash cargo overboard.
  • Ships at sea can catch fire — it burns cargo and crew but never sinks the hull, and a green crew catches fire far more often than seasoned veterans, who keep the buckets ready. A ship safe in port never catches fire.
  • Port fires tear through a harbour’s stores, treasury and townsfolk (forts are spared). Hurricanes — the rarest — form a tick before they strike, with a make-port warning, then batter the shore and can sink hulls left at sea or loose in harbour; a crewed fleet can simply sail to safety, and garrisoned ships are untouched.
  • New Handbook section, "Weather & disasters", covering it all.
v0.2.1 Stability & polish
  • Fixed a rare crash that could break a fleet or ship page if a fleet was stationed in waters the game no longer recognised — it now shows a placeholder instead of erroring.
  • Administrators are now hidden from every leaderboard and the featured captains list, so the rankings reflect players only.
  • Pirate profiles now show the captain’s Brethren crew (with their rank) in place of a crown career, and the player profile pop-out is larger and easier to read.
  • A fleet’s page now has a "Chart course" button right at the top — it opens the chart with that fleet already selected, so you no longer have to dig into the Manage tab to set sail.
  • Profile tidy-up: the Brethren pill no longer crowds the fame line, and fleet & ship counts were dropped from the profile card.
  • A Pirate Lord can now rename their Brethren from the Lord’s Cabin.
  • Joining a Brethren is now by application: pirates apply, and a Pirate Lord or Brethren Captain approves or declines from the crew page.
  • Fleet and ship speeds now display rounded to two decimals, so a careened hull reads a tidy 1.96 instead of 1.9549999999999998.
  • Attacking now makes a fleet far more conspicuous — firing on someone lights up the aggressor (and much more under a patrol’s eyes), so serial raiding draws hunters. The Handbook’s visibility section spells this out.
  • Fixed the Handbook search box, which wasn’t filtering the sections as you typed.
v0.2.0 Open Beta
  • The Windward Isles is now in open beta — sign the articles and set sail.
  • Diplomacy reworked: declaring war now closes only your ports to the enemy (they keep access until they declare back), with stand-down, peace and alliance, and a 7-day cooldown after any treaty. New Handbook section covering it all.
  • Busier markets: a port’s consumption now scales with its population, so big towns burn through goods far faster and thriving trade routes stay profitable longer.
  • Standing costs: fleets now pay a 250g commission each tick, and every hull a flat 50g upkeep (mothballed hulls included). A Navy captain’s realm treasury covers both when it can.
  • New leaderboards: Notorious (by Infamy), the Brethren, and Trading Companies — and the gold ranking retired.
  • Turning pirate now settles any outstanding line of credit automatically, so you’re never trapped owing a company you can no longer reach.
  • A refreshed home page, a prominent Handbook link for newcomers, and this updates page.